Open Source Tomb Raider Engine
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RoomData.cpp 2.5KB

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  1. /*!
  2. * \file src/RoomData.cpp
  3. * \brief Auxiliary Room classes
  4. *
  5. * \author xythobuz
  6. */
  7. #include "global.h"
  8. #include "Camera.h"
  9. #include "World.h"
  10. #include "system/Shader.h"
  11. #include "RoomData.h"
  12. #include "imgui/imgui.h"
  13. #include <glbinding/gl/gl.h>
  14. #include <glm/gtc/matrix_transform.hpp>
  15. StaticModel::StaticModel(glm::vec3 pos, float angle, int i) : id(i), cache(-1) {
  16. glm::mat4 translate = glm::translate(glm::mat4(1.0f), pos);
  17. glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0.0f, 1.0f, 0.0f));
  18. model = translate * rotate;
  19. }
  20. void StaticModel::display(glm::mat4 VP) {
  21. if (cache < 0) {
  22. for (int i = 0; i < World::sizeStaticMesh(); i++) {
  23. if (World::getStaticMesh(i).getID() == id) {
  24. cache = i;
  25. }
  26. }
  27. orAssertGreaterThanEqual(cache, 0);
  28. }
  29. World::getStaticMesh(cache).display(VP * model);
  30. }
  31. void StaticModel::displayUI() {
  32. ImGui::Text("ID %d; No. %d", id, cache);
  33. }
  34. // ----------------------------------------------------------------------------
  35. void RoomSprite::display(glm::mat4 VP) {
  36. glm::mat4 translate = glm::translate(glm::mat4(1.0f), pos);
  37. //! \fixme Calculate angle between camera and sprite
  38. glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), Camera::getRotation().x,
  39. glm::vec3(0.0f, 1.0f, 0.0f));
  40. World::getSprite(sprite).display(VP * (translate * rotate));
  41. }
  42. // ----------------------------------------------------------------------------
  43. bool Portal::showBoundingBox = false;
  44. Portal::Portal(int adj, glm::vec3 n, glm::vec3 v1, glm::vec3 v2, glm::vec3 v3,
  45. glm::vec3 v4) : adjoiningRoom(adj), normal(n), bbox(v1, v3),
  46. bboxNormal(v1 + ((v3 - v1) / 2.0f),
  47. v1 + ((v3 - v1) / 2.0f)
  48. + (normal * 1024.0f)) {
  49. vert[0] = v1; vert[1] = v2;
  50. vert[2] = v3; vert[3] = v4;
  51. }
  52. void Portal::display(glm::mat4 VP) {
  53. if (showBoundingBox) {
  54. bbox.display(VP, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
  55. bboxNormal.display(VP, glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(1.0f, 0.0f, 0.0f));
  56. }
  57. }
  58. void Portal::displayUI() {
  59. ImGui::Text("To %03d", adjoiningRoom);
  60. }
  61. // ----------------------------------------------------------------------------
  62. float Sector::getFloor() {
  63. return floor;
  64. }
  65. float Sector::getCeiling() {
  66. return ceiling;
  67. }
  68. bool Sector::isWall() {
  69. return wall;
  70. }